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Warhammer 40,000: Battlesector News

Astra Militarum DLC: join us for Slitherine Next

Get ready to be the first to discover the new DLC for Warhammer 40,000: Battlesector, Astra Militarum.

Join us for Slitherine Next event December 10th at 6:00 PM CET.

Make sure to save the date:
https://www.youtube.com/embed/bNMPY51noiw?si=FTa3mq0ivM2Uso6K

Astra Militarum DLC and 2025 sneak peak at Slitherine Next

As already announced a few weeks ago, Astra Militarum DLC will launch on December 10th during our annual Slitherine Next event. The backbone of the Imperium’s might, are ready to fight in Warhammer 40,000: Battlesector with sixteen new units ready to defend and fight for the Emperor.

But that’s not all. During the event, we will also unveil really important news about the next steps of Battlesector and the plan for 2025.
So do not miss the chance to be the first to know what is going to happen on Warhammer 40,000: Battlesector.

Stay tuned for more and make sure to save the date:
https://www.youtube.com/embed/bNMPY51noiw?si=zipRCVBeLRl5N3kI

Warhammer 40,000: Battlesector | Dev Diary #14

[h2]For Cadia! For the Imperium![/h2]

Those of you who have been following the Vox broadcasts closely will have seen that we have announced the unit list for the Astra Militarum. We thought it would be worth taking a moment to drill a bit deeper into our incoming reinforcements.

Firstly, the Regiment. There are a lot of varied regiments overseen by the Departmento Munitorum, and we appreciate that the dedicated Kriegers and Catachan fans amongst you will crave their arrival, but our choice for the arrival of the Astra Militarum into Battlesector are the forces of Cadia.

Our choice here was relatively quick to make. The Cadians are very much the faces of the Imperial Guard and most recognisable to most players and, importantly for how we work with Games Workshop to add units to Battlesector, they have the most units currently available in physical model format.

Now, for the force composition itself. There are three elements of the Astra Militarum that we wanted to ensure we covered. Infantry (with Lasguns!), Tanks (lots of them) and Officers.

The bulk of the infantry is expected to be filled out by the massed ranks of Cadian Shock Troops. They are numerous, loyal, determined and can fix Bayonets! They will be backed up by long range support from the Heavy Weapons Squad, melee bulk from Ogryns abhumans and receive specialist backup from squads of Kasrkin special forces. We selected these units as they can cover almost all combat requirements. A faction in micro.

They will be more effective, of course, with a proper armoured brigade to bring the Emperor’s Fury to the battlefield. The iconic tank of the Astra Militarum is the Leman Russ Battle Tank. This forms the core of the faction’s heavy forces in Battlesector and has multiple specialist variants to take on different challenges, like the swarm-ploughing power of the Punisher with its main turret Punisher Gatling Cannon, hull-mounted Lascannon and swappable sponson weaponry.

Alongside this classic piece of armour is its bigger brother, the Rogal Dorn Battle Tank. Just about squeezing onto a single Battlesector tile, this bristling hedgehog of gunnery will bring despair to all enemies of the Imperium. In addition to this solid core we also have light-weight scout capacity with the Armoured Sentinel, long-range bombardments from the Basilisk and rapid troop insertions from the Chimera Transport.

The final piece of the puzzle is the Officer Corps. The Astra Militarum relies upon the Chain of Command and the absolute loyalty of its troops to stand against the horrors of the Imperium’s Xenos and Chaotic enemies.

To provide this tactical and moral leadership we have the Cadian Castellan, ready to lead their forces through both word and deed. And should their leadership be insufficient, the iconic Commissar is on hand to root out heresy and remind the troops that what is in front is considerably less scary than what is behind them. We also have a Tank Commander to roll with the rest of the Armoured Brigade, a Primaris Psyker to bring devastation and a Valkyrie carrier-gunship to provide flying support.

We are really looking forward to getting them into your hands soon!

The Battlesector Team

https://store.steampowered.com/app/1295500/Warhammer_40000_Battlesector/

Warhammer 40,000: Battlesector - 1.4.98 - Patch Notes

We're releasing a new update for Battlesector. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.

Changes since 1.4.95

[h3]General[/h3]
  • Tweaked AI logic for Krak Grens, Stikkbombz and Photon Grenades. AI should use them in more appropriate circumstances now

[h3]Balance[/h3]
Blood Angels
  • Lieutenant
    • Empowered Graces of the Angels gives +100% momentum gains (from +150%)

[h3]Bug Fixes[/h3]
  • Warbiker “Volatile” explosion now happens much quicker
  • Fixed issue where Necron Triarch Pretorians could gain +1MP if they jumped to exactly the limit of their range
  • Fixed issue where disabling and enabling some empowered abilities could lead to infinite command point generation
  • Fixed issue with F11 User Report Tool where pressing “g” would remove the focus from the text box
  • Fixed issue where certain flying enemies, if in particular positions, could gain unlimited attacks

Warhammer 40,000: Battlesector | Dev diary #1 - Primaris Psyker

The process of developing a 3D model is a very creative and interesting process. In the first of three articles, we will analyze the important stages, which include such processes as assembling and scanning the models all the way through to polishing and creating a highly detailed, game-ready, model.

[h3]The first stage - Assembling and scanning of the physical model [/h3]
First, we need to assemble and scan the physical model. The accuracy of the proportions and details obtained directly impacts the final result.

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To achieve the highest quality scan, it is necessary to take about 600-800 pictures of the physical model from all sides. It is very important to set up the correct lighting to get the best quality photos. The more information we have at the start, the better the quality will be at the end of the scanning process.

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[h3]The second stage - Symmetrizing and refining proportions and silhouette[/h3]
To adapt the scanned model for a game model, it is necessary to cut the scanned model into separate parts and place it in an A-pose to understand the proportions.

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Some elements of the figure need to be enlarged or reduced for a more accurate representation in the game world.

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[h3]The third stage - Adjusting and refining to human-like proportions [/h3]
At this stage, the proportions of the model are further refined and harmonized. The A-pose is also adjusted for use in future animation tasks.

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The elements of the model that were dynamic in previous stages are adjusted to meet technical requirements.

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Polishing
Next, we move on to the stage of cleaning the scan, removing all unnecessary elements, and dividing the model by materials, paying maximum attention to the expressiveness of large and medium shapes.

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After the model is divided into various groups and elements, we begin the process of polishing each part, bringing the geometry to the desired state. We can sometimes lose information during the scanning process for some elements, we model such parts from scratch, based on references and numerous photos.

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[h3]HighPoly model [/h3]
The next step is the high-poly model, where we finalize all the elements. We refine the folds in the clothing, add logical damage, finalize facial features, and incorporate small fastenings into the mechanical elements. We lastly add any small ornaments.

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As a result, we have a model that is ready for the next stage.

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Retopology and Baking
It's now time to create a low-poly mesh for future animations. An important stage is the so-called baking process where we transfer details from a heavy sculpt to a light and optimized game ready geometry.

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A low-poly model with a normal map is almost indistinguishable from a high-poly sculpture.

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[h3]UV mapping [/h3]
In the Warhammer 40k universe, characters often have complex armor, emblems, weapons, and other small details. Proper UV mapping allows you to precisely place textures so that every detail looks realistic and fits into the aesthetics of the world.

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To create high-quality models with minimal resource costs, UV mapping allows you to optimize the placement of textures. This is important to preserve the quality of the model when used in gaming and animation projects, where details must remain sharp even when viewed closely.

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[h3]Texturing[/h3]
When creating 3D models, the use of different texture channels allows you to achieve high surface realism. Two of the key such channels are metalness and roughness. They are part of physically correct rendering (PBR — Physically Based Rendering), which models the behavior of light on object surfaces.

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Flat color map represents the color of the surface
Emissive map represents parts of a model which emit light
Metalness map represents which parts of model will look like a metal, and which parts
Roughness map represents which parts of a model will be more shiny than others[/expand]

Creating textures and materials is one of the most difficult and interesting stages of character development, in Warhammer 40,000: Battlesector it is very important that the characters belonging to the same faction look unified and similar and at the same time recognizable and unique.

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Particularly interesting in this regard is Primaris Psyker, which combines metal, human skin, fabric, gemstone, rubber, leather and even wood.

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[h3]Faction Smart Material[/h3]

[expand]Red - Metal covered with damage and dust from dozens of battles
Purple - Worn but still reliable leather
Green - Cheap but sturdy good old military fabric[/expand]

[h3]Final Render[/h3]